Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Scorus
Sat Mar 13, 2004 3:18 pm
#417

Let me say that I like the changes a lot. There are too many aspects of this game that have been dumbed down to allow the lowest common denominator do the same as someone that thinks and works at it. This system will allow those willing to find the best resources make the better final products. Instead of someone who has just hologrinded a profession in a few hours then making the best stuff, it will instead be made by someone that collected the absolute best resource X when it was available 6 months ago.

My only criticism is that this would be MUCH better if you had Miners and Farmers, as then you would have people uniquely equipped to efficiently find and harvest the best of the best resources. I think the fact that SO many players are making their livelihood by being miners and farmers should once and for all disprove your theory that you can't make it fun. Just think if you had put in advanced stuff for them also.



Scorus
0smspiff0
Sat Mar 13, 2004 3:26 pm
#418

http://forums.station.sony.com/swg/board/message?board.id=kettemoor_trade&message.id=35021


Currently 15 locked containers are going for over 100K - holos are what is wrong with the economy!





No Sig for now... stay tuned
Avallach
Sat Mar 13, 2004 3:34 pm
#419

Long term, this is probably a good change. The pre-patch items will eventually work their way out of the economy. It'll take some time and be fairly painful, but long term it will help to make experimenting a bit more interactive.


However...


I'm not sure this solves some of the key problems in the crafting game, honestly. Part of the issue is that people are by nature min/max-ers. We want the most benefit for the least amount of work. As things stand right now, with the vast majority of items there's really only one experimentation path that's worthwhile. (Unless you happen to be a tailor, in which case there's none whatsoever....*cough*) With weapons, it's about damage. Period. The *vast* majority of the buying public is going to purchase the highest damage weapon they can afford. So if I'm making a DX2, for instance, I'm going to experiment on damage until it's diminishing returns, then on speed if I have points left. (I'm not a weaponsmith, so no specifics, sorry.) It strikes me then that the solution to this particular issue is a reworking of how the attributes are calculated. At the risk of getting lost in the noise, let's go into some detail:


A DX2 has several different attributes:



  1. Max Damage

  2. Min Damage

  3. Speed

  4. Health Special Cost

  5. Action Special Cost

  6. Mind Special Cost

  7. Decay Rate

  8. Range S/M/L

  9. Modifiers S/M/L

Yet we only experiment on 3-4 categories, which effect all of these statistics. What I would propose, then, is that we vastly expand the amount of experimental categories available to accurately reflect the amount of stats effected. Want a pistol capable of doing incredible amounts of damage? Realize it's going to probably have a very wide variance and you may not be able to hit the broad side of a barn with it, but if it hits something... Tripling the number of experimental categories will, of course, mean that the number of points available to experiment should also be tripled. Additionally, if more variance in individual models is desired, require that all experimentation points be expended in one attempt. (This will also boost the Player City specialization of Research Center...) That's an option, and one that probably deserves further thought. I like being able to risk points in small doses, but the resulting variation of items would be valuable as well...







The other issue at hand is the role of non-Master crafters. Put simply, there's nothing that a non-Master can makewhere a Master can't make a better final product. There's no additional cost to the Master to do so, and so a few Masters can easily dominate a market. The immediately visible solution is to create something that varying levels of crafters can make that Masters either can't or won't be bothered to make. At the risk of horse corpse abuse, one such solution was schematic revocation. For those who don't remember the pre-beta conversations on this topic, schematic revocation did exactly what it sounded like. As a player advanced in crafting trees, they lost the ability to make some of the lower level schematics, ensuring a market for lower level crafters.I came in to beta after the removal of revocation, but have always thought that it was the essential solution to the issue.


Given the outcry that resulted from revocation in Beta, however, I doubt people will find this workable. (It's an interesting facet of human behavior that we want everyone to depend on us while we ourselves remain independent...) What I would then suggest would be a variation of some sort on revocation, though. Perhaps (as was suggested in Beta) a selective revocation. That is, a system where for the appropriate fees a player would be able to gain access to the full database of schematics for their level, but would only be able to download part of those (scaling upwards with advancement) to their datapad at any one time. The cost for database access should be prohibitive of just swapping schematics only the fly. This would ensure that there are some items that are useful for the novice crafter in any tree to have in their datapad and to make and sell.


Should that prove too difficult on a technical level, another possibility is optimal experimentation. By that I mean that there's a certain level of complexity that the individual crafter is best at working with which scales up as one advances. So a master armorsmith is able to work wonders with composite armor, and has the maximum amount of experimentation points available to them. But when they sit down to make a set of bone armor, it's been a little while and so they have only half the maximum available to them. (Yeah, I know it doesn't make sense that a crafter gets worse at making things as he learns new things, but we're dealing with an artificial system. In reality today master craftsmen don't mass produce things because of time limitations. Unfortunately in SWG this isn't an accurate limitation. To accurately model that we'd have to have some kind of annoying system that limited the number of crafting attempt per day, either thought a hard cap ("You get 10 crafting attempts today. Come back tomorrow for more...") or by making the prototype construction take *much* longer and limiting the number of tools that can be in use at once. Both may be realistic, but neither is fun.)


Like I said, I realize I'm at risk for beating a dead horse, but something needs to be done to ensure that there are items that are:



  1. In demand

  2. Craftable by lower level crafters

  3. Either unable or not worth being made by higher level crafters

Thoughts?





------------------------
-Charin Ianaro, Aventine Neighborhood, Temenos, Naboo

"I was born to laugh--I learned to laugh through my tears.
I was born to love--I'm going to learn to love without fear."
-Karin Bergquist/Linford Detweiler (www.overtherhine.com)
meroc
Sat Mar 13, 2004 3:48 pm
#420

If anyone has any feedback on how these changes effect BE's (especially in Clone creation), can they please postit in the Bio Engineer profession forum.


Thanks in advance.





Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Quanzik
Sat Mar 13, 2004 3:56 pm
#421

okie experiment points and quality resources now matter even more.


and this makes it easier for a new master to compete...


and this makes sense how?
Nicolasa
Sat Mar 13, 2004 4:06 pm
#422

Well, as a long time Master Weaponsmith who just quit Weaponsmithing I still have comments on this. (No quitting WS had nothing to do with these changes.) The biggest problem with this change (and I've posted this many times) is that in the case of weapons dmg/spd is by FAR, and I mean VERY FAR, the best quality to experiment on. Changing a HAM by one point per attribute or increasing accuracy by one point at the ideal range is completely useless compared to 15 points more damage and .2 faster speed or more. That is the problem with weapons in this system. Whether you have 10 experimentation points to fill one line or 8 to fill one line and 2 left over. The fact is that on weapons, compared to experimenting on dmg/spd, the other quality are utterly and completely useless in 95% of cases. If you truly want to improve the diversity of weapons in the system, you can do a few things.


1. Make experimentation on Accuracy and HAM more meaningful

2. Change the resource quality requirements for the different aspects of a weapon (not every quality of a gun (e.g. condition, HAM, Accuracy) should be dependent on OQ and Conductivity)


Just trying to help out in the world of weaponsmithing. I'm not sure about the other professions, but I would assume that there are other similar issues in those places as well.



Rhameeth Khazier
Master Weaponsmith
Coronet, Corellia the Galactic Trading Post at 834, -4636
Chilastra Server
KyleKnox
Sat Mar 13, 2004 4:06 pm
#423

This is insane. This is how you decide to spend development time? By having many crafters that can make top quality items - that drives down the price...its called competition...how is this new system gonna make things better? I have read nothing that actually illustrates how things are going to be better nan not just more frustrating for players...



Dyvim Storm - Eclipse
PrePatch9 4444 Guardian
Force Master
Droid-S128
Sat Mar 13, 2004 4:07 pm
#424

So am I the only person that likes these changes?

Article57
Sat Mar 13, 2004 4:41 pm
#425

i like them, too,and hope SoE doesnt back out on em . . . this game is getting too damn easy.







Jahaka Quom, Ahazi Mon Cal [Master Smuggler / Novice Gunfighter / Teras Kasi Novice]

Anora Borealis, Scylla Human [Novice Bounty Hunter / Novice Carbineer / Novice Ranger / Novice Sharpshooter / Novice Creature Handler]

May the Nerf be with you.
Jesterstear
Sat Mar 13, 2004 4:42 pm
#426

Dear SWG Dev team.


I'll make this real simple. Take heed of what your players are saying and drop this ignorant and poorly thought-out change to the crafting system, or start kissing more money goodbye. I will cancel my accounts (yes, multiple accounts) as will many others. I will not sell my accounts -I know that despite your claim to the contrary, you really want people quitting to sell their account so the money keeps flowing in.


My friends talked me into playing this game, assuring me that the gross incompetance that was behind Ever-nerf would not appear here. They were sadly mistaken.


You can not fix the economy by giving more money to the rich. The last few years of the American economy should have taught you that.


If you want people to be on the same level, then fix the stupid crafting system insistance that items made my master craftsmen are the only things worth owning. I know that real work is harder than a quick solution, but putting in real work has the added benefit of notangering your customers.

Article57
Sat Mar 13, 2004 4:47 pm
#427

this isnt entirely a "fix the economy" issue . . . it's a "everyone easily walking around with top-notch equipment, buffs,and accessories" issue.


implement this change and lose the subscriptions fees of the people against the change,


OR


dont implement the change and lose the subscription fees of people who have grown bored becuase the game has become to damn easy.



i'm hoping this SW:G dev team has a bit of that ol' EQ "The Vision(tm)" tuff love spirit in em.


BRING DA PAIN, DEVS . . . I CAN TAKE IT!!!






Jahaka Quom, Ahazi Mon Cal [Master Smuggler / Novice Gunfighter / Teras Kasi Novice]

Anora Borealis, Scylla Human [Novice Bounty Hunter / Novice Carbineer / Novice Ranger / Novice Sharpshooter / Novice Creature Handler]

May the Nerf be with you.
Droid-S128
Sat Mar 13, 2004 4:51 pm
#428

"BRING DA PAIN, DEVS . . . I CAN TAKE IT!!!"

AMEN!

HandCrafted
Sat Mar 13, 2004 4:52 pm
#429

The driving force behind this change: Current state of the game economy. (…the game economy is in poor shape… the detrimental condition of the economy …)


One of the most significant factors is: the ability for many crafters to easily maximize the attributes of items and equipment through experimentation.


Maximized Items = Bad Economy?


Our main concern centered around the fact that with most master crafters all making the best equipment possible, there is very little variety on the market.


Best Equipment = Little Variety = Bad Economy?


It seemed to us that there were almost no hard decisions to be made during the experimentation process by the crafter, and none to be made by the consumer when purchasing these items.


Crafter Hard Decisions = Variety = Consumer Hard Decisions?
Consumer Hard Decisions = Good Economy?


When a majority of the equipment on the server is top of the line, there is very little reason for customers to seek out new sellers, and new vendors find it difficult to break into the business.


Diversity Of Product = Customers Seeking New Sellers = New Venders?

Variety = More Venders = Good Economy?


There are many factors that go into the state of an economy. What about the economy, are you trying to enhance with this publish 7 change? It looks like you want more venders and you want people shopping more(down time).


We believe that the introduction of items with a wider variety of attributes will be a step leading to the leveling of the playing field between crafters…this will lead to an increase in competition between crafters.


Wider Varity of Attributes = Competition = Good Economy?


I disagree to the link of ‘Attributes of an item’ to ‘Competition’, these two things have little to nothing do with each other. (VHS vs BetaMax, Intel vs AMD, IBMclone vs Mac)


Please add venders to the market by increasing there access to the market place. Don’t increase my down time to make a more diverse economy. One stop shopping is good for the game. Increase the vender’s/seller’s access to my one stop shopping place.


Please add a wider variety of attributes by rethinking the schematics, what a particular experiment bars does and to what degree it affects the attribute. If you want people to experiment up ‘condition’ then make that bar impact the ‘condition’ stat more. If people are not picking it, it is because no play style demands it.


Using the nerf bat in this case will make old items better than new items, thats bad for the economy. Making new items better than the old items will has a good effect on the ecconomy.


I have so much more to say and so little time.


HandCrafted


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